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Introduction
Game Setup
Units
Combat
City Improvements
Terrian Improvements
Wonders
Diplomacy
Governments
Mulitplayer
Chapter Four: Resource Production

Must-Have Boosters

Don't underestimate the importance of using improvements and wonders to boost game resources - particularly in the early game, where your resources can be strained from expansion. Academy, with both a low start-up and maintenance cost, is an inviting early-game choice for the science player. A no-brainer, the granary should inhabit each city, as it reduces food need by 50 percent, lifting a huge burden (at least for awhile). Those who are strained for gold should pick up the marketplace, a cheap, but profitable improvement that lets you use merchants as well as boosting gold.

The mill, with its 50 percent production boost, should be built in nearly every city.
 

As far as early game wonders, an important one for any player would be Stonehenge (especially for an expanding empire), which increases food by 25 percent across the civilization. For the early warmonger, Sphinx can't be passed up as it reduces military support costs by a whopping 75 percent. And it goes without saying, when constructing improvements or wonders, use your most productive, populated cities. Though each city needs improvements, you should wait until your production and population can handle the burden. For wonders, get that thing build by your fastest city; if you don't, another civilization could steal its benefits.


If a certain city maintains a high level of resource acquisition, consider moving some workers over to specialists to boost other critical factors such as happiness.
 

The Importance of Specialists

A sure way to fall behind the other civilizations is to ignore the importance of specialists. Instead of using your worker units as resource gatherers, you can turn them into specialists, which will escalate certain resource bonuses. For instance, entertainers help your happiness quotient, and laborers assist in production. The most important specialist in the early game would be the entertainer. As you expand and produce, your population will become increasingly agitated from all the labor; while improvements and wonders can help, the early game should be focused on the basic resources.

Happiness is certainly important, but by using entertainers, you can keep the crowds happy while they work and appease them long enough to get through the early game in fine shape, with plenty of healthy, producing cities. As you continue on, merchants and laborers will become available (and it'll be time to crank our happiness improvements). Use entertainers in cities that need bonuses in gold or production to keep up with the amount of units or improvements you wish to produce.

Next: Resource bonuses chartnext
 
 

 
 
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